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Black Artifacts

Hi,

I have an OpenGL ES 2 code base that runs on iOS, Android, and on PC via the PowerVR emulation libraries.

When I run this code on an LG Optimus G LGE971, I see black artifacts on my model:

My first reaction was that the near clipping plane might be the issue, but because these artifacts appear on only select devices, I do not believe that is the issue. Any other ideas on what might be causing this?

Also, this isn't captured well in the above image, but the artifacts are not static -- they move around as the model rotates, etc.

Re: Black Artifacts

Quick update -- I changed my shader to output the tex coordinates as the R & G channels in my fragment shader. I just set B & A to 0 and 1, respectively. Everything renders correctly (i.e. no artifacts). So, it looks like something is up with my texture settings. If I had to guess, it might be the min/max filters, since the artifacts seems to be a function of distance from the camera.